- North Texas RPG Con Event: House on Crane Hill—Tuesday, March 21st, 2017
If you can make it to the North Texas RPG Convention on Saturday, June 3, I’ll be running a game of Gods & Monsters. The event is “House on Crane Hill”. As I write this, there are three earlybird tickets available, and there will be four free tickets available on April 15 at midnight.
Assuming you have an account on the NTRPGC sign-up site and are logged in, here’s the event page.
The adventure will use pre-gens at first level. Bring dice, pencils, and your Barrett’s Electromagnetic Field Generator.
Crane House is an idea I’ve been working on for quite a while now. Tell me if you’ve heard this story: a hand-selected research group is chosen to spend a week investigating an abandoned house known for its supernatural activities. But this is no ordinary haunting.
No living organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream. Hill House, not sane, stood by itself against its hills, holding darkness within; it had stood so for eighty years and might stand for eighty more. Within, walls continued upright, bricks met neatly, floors were firm, and doors were sensibly shut; silence lay steadily against the wood and stone of Hill House, and whatever walked there, walked alone.
Thus Shirley Jackson began The Haunting of Hill House. Many movies and books about malleable haunted houses and malleable realities have inspired this adventure. The first such story I read was in issues 34 to 37 of Werewolf by Night in Marcosa House (available in Essential Werewolf by Night, volume 2). Doug Moench’s Marcosa House was heavily influenced by Richard Matheson’s Hell House (and the movie, The Legend of Hell House). Matheson, along with half the works listed here, was inspired by The Haunting of Hill House (which became the 1963 Robert Wise film, The Haunting).
- Nothing will be restrained from them, which they imagine to do—Saturday, December 24th, 2016
A while back, Erik Bader wrote on Google+:
I finally dug out my beat up old 1st ed PHB for a decades-later reread and I was surprised to realize most of the rules to actually play the game aren’t in there! You can’t really roll up a character (the instructions it says are in the DMG) and you can’t hit a monster (again, in the DMG).
Now, the DMG didn't come out for what… a year or more later, correct? What the heck did players in 1978 do with this book in the meantime?
As I recall, the only piece of information really necessary from the DMG for creating characters was how to roll stats, and I expect players in 1978 just continued to roll stats however they rolled them before, probably without evening noticing it was missing. I know I had trouble separating “what we did” with “what the rules were” back then whenever playing in a new game group.
I came a little after 1978, but had a limited budget. So our group used Holmes (our DM, who introduced us to the game, already had it) and the PHB1, and never noticed anything odd with that. At the time, we were overcome by a spirit of discovery and creation. It was all about “what can we do next”, not “what's holding us back.” We barely if at all noticed anything holding us back.
It wasn’t just us in our little gaming subculture that people felt that way; it was in many ways a spirit of the times. Many of my friends were out in their garages forcing their cars to do things the manufacturers never intended them to do. In Ham Radio and CB Radio no rig was complete without some customization to take it up to 11.
And, closer to home, it was very much a programmer’s perspective, and of course many of us were also amateur programmers at the time, on a TRS-80 Model I, Apple ][, Atari 400, Commodore 64, TI99/4 or so on. Those computers really couldn’t do much, but that’s not the way we looked at them. We were always on the lookout for what more can we do? It’s absolutely amazing the kind of video game clones we got on those old computers. The TRS-80 Model I was black and white, with 128x48 “pixels”—that’s like playing a game on a four-tenths-inch by one-tench-inch square of my current mobile phone—and yet we managed to have fun playing Pac-Man clones, Armored Patrol clones, Space Invaders, and much more.
The text adventure craze came about because it provided great game play beyond the limits of the actual hardware of the time. If the computer’s graphics didn’t match what our brains expected, we would harness our brains to create what graphics we wanted.
Which is, of course, a lot like tabletop roleplaying.
- First level calculations in Pocket Gods—Saturday, January 16th, 2016
I resisted an automated calculator for a long time, partly because I worry that having a calculator will encourage more pointlessly complex calculations on my part, but mostly because I think it’s a good idea for players to know what goes into their scores. I’ve tried to keep character generation relatively simple; it’s more complex than OD&D and BX, and depending on how you look at it less complex than AD&D with its calculations scattered throughout the books.
I have several times seriously considered just going back to the AD&D method of pushing these calculations into gameplay. Except for verve, mojo, and movement (and one reaction depending on how you look at it), all of these calculations have a counterpart in AD&D. Part of my design goal for Gods & Monsters was to avoid spreading those calculations through both time and space.
For example, saving rolls were modified by abilities; we just did the calculation at the time the saving roll was made, usually involving a table lookup since the modifiers were different depending on the ability. The saving roll targets themselves were on another table in the Dungeon Masters Guide. Technically they were supposed to be secret, but in practice what this meant was that after a couple of sessions our DM told us to write down our saving rolls so that play could go faster.
Encumbrance was always used and always ignored at the same time: at some point, the DM would marvel at all the stuff we were carrying and tell us it was time we started tracking encumbrance. That’s a big reason for why the encumbrance system in Gods & Monsters is so simple, just the number of items the character is able to carry. Because it was very simple in AD&D up until it was very complex.
- Drinking from the campaign firehose—Wednesday, April 15th, 2015
Here’s a neat variation for The Vale of the Azure Sun based on a trick from Josh Gregal: for characters who take a ride with the Blue Sun, rather than a perception roll to know any answer, give them thirty seconds with all of your campaign notes: the Blue Sun adventure itself, all of the adventures they’ve already run through, whatever world notes or book you use, and all of the adventures you’re thinking of running. If you keep a campaign diary, include that as well.
In Josh’s game, this was the result of “releasing hundreds of years of magical witch smoke at once” by “[boiling] the tent of a powerful witch in order to make an ingredient of Milk of the Crone”.
…the cauldron they were using grew a face, arms and legs, stood up, started screaming “oh no!” and busting through walls. Since I figured they would chase it down to subdue it, I prepared a random table to determine what happens when somebody gets the cauldron’s liquid on them. I stole an idea from The Dungeon Dozen by Jason Sholtis and let a player peruse all of my notes (campaign binder, a tablet with all my stuff in Evernote, and the pocket notebook I carry with me) for 30 seconds after some fluid got in her character’s mouth.
The effect was like drinking from a firehose and I don't think she actually gleaned any info!
The point here is to emulate dangerous cosmic insight by inundating them with far too much stuff in far too little time. If some of your notes are handwritten and your handwriting sucks, all the better!
- Searchable spell list and new Arcane Lore, and contest!—Sunday, February 22nd, 2015
I’ve finally updated Arcane Lore to use the new format, which means it now has more linkable HTML and better PDFs. As part of that, I converted all of the spells to a database, and have made that database searchable on Sorceror spells.
Since sorcerors collect their spells in books, as opposed to prophets who categorize them by spirits, I have plans to add the ability to remember and then save spell books, and possibly add the ability to use the database offline. That’s a long ways into the future, however, certainly not until I get Arcane Lore up again on Lulu.
The resources file for Arcane Lore remains basically the same, gaining only a sword photo. Specialties have been made more readable by putting them into two columns though they’ll certainly get further formatting changes to make them stand apart more.
Because the online spell database is searchable by level, I’ve made the printed spell list purely alphabetical, to make it easier to find spells by name during a game, without having to know the level or school.
To celebrate the database, I have added two spells to the list: Wizard’s Eye and Wizard’s Hand.
Contest! I have over the years acquired extra copies of several issues of the old Judges Guild magazine Pegasus. If you have made your own spells and are willing to give them away for nothing, add your best to the comments below for me to add to the database and to Arcane Lore.
Since February is already almost over, on March 31 I will choose one submitter at random to get issue 121. Besides the many wonders that Judges Guild products have to offer, this issue includes the spells Minor Waldo, which inspired me to create the Wizard’s Eye, Wizard’s Ear, and Wizard’s Hand spells just now; and Disbelieve Reality which is one of my favorite spells from the old-school era. It has already inspired a Gods & Monsters spell.
- DriveThruRPG: satire not appropriate for current events?—Thursday, December 11th, 2014
The title in question is a card game whose theme is the Gamergate issue. The game attempted to present the issue in a satirical manner.
Normally satirical works would be welcome on our marketplaces. However, we feel that there are situations where satire is inappropriate. For example, we do not think that a game released today that satirizes police killings of minorities in the USA would be appropriate. Regardless of how one feels about an issue like that, we feel that it is too current, too emotionally charged on both sides, and too related to real-world violence or death to make it an appropriate matter for satire.
Similarly, no matter how one feels about Gamergate, it is likewise too current, too emotionally fraught, and too related to violence to be an appropriate subject for satire. Additionally, we considered that the violent element of the Gamergate issue has a basis in misogyny. For these reasons, we felt that this card game title was not welcome for sale on our site.
It’s pretty offensive to minorities to compare the actual deaths and real oppression of police killings, and to women to compare the violence that women still face today, with the first-world problems of modern game designers, but I’ll let someone else handle that. Nor is it surprising that this justification is honored more in the breach than as a regular rule (see, for example, the Prison B*tch card game, Schoolyard Bullies, and The Edgy Designer, which appears to take only the anti-gamergate side1).
The big issue, as a person who writes satire, is what the hell does DriveThruRPG think satire is for if not for current, emotionally-charged issues? Is satire only appropriate for old and bland issues?
Would DriveThruRPG caution Saturday Night Live to ignore current events and examine only issues long past and which everyone already agrees on? That they should ignore modern-day Republicans and Democrats and focus on, say, the Salem witch trials and Tammany Hall? Perhaps not even Tammany Hall; there’s apparently still disagreement on the issue, and certainly the Salem witch trials involved far too much real-world violence and death.
Would they charge The Onion and its focus on current events with inappropriately subjecting real-world violence and death to satire?
- Gamergate spreads to tabletop gaming?—Wednesday, December 10th, 2014
I like Evil Hat. I own Don’t Rest Your Head, it’s brilliant. I don’t use DriveThruRPG much (the last thing I remember buying from them is the Haiti Relief bundle), but they have the right to sell or not sell whatever they want.
But I also write satire, and I write OSR games. It’s always disappointing when a company decides that satire is beyond the pale. DriveThruRPG has no problem selling controversial or adult material: it includes, in its listings, Fuck For Satan (Lamentations of the Flame Princess), The Sex Presidents (Mongoose), and the Book of Erotic Fantasy (White Wolf).
For that matter, Evil Hat has no problem being sold next to such game titles. One would expect a game company called Evil Hat to be liberal about their shelfmates rather than prudish, as they are in the case of the Gamergate card game, so one can hope that this is a momentary aberration on Evil Hat’s evil part.
But there are other publishers with more family-friendly lines. Will DriveThruRPG follow through on their precedent if Wizards of the Coast decides they don’t want to be sold next to Satanic Sex books? DriveThruRPG carries a whole bunch of Wizards of the Coast games. They’re likely to be more affected by a WotC threat than an Evil Hat threat.
And what if Wizards or their owner, Hasbro, decides to return to their TSR-era stance on third-party products? If Wizards were to say that they don’t want to be sold next to OSR materials, would DriveThruRPG decide they don’t need to be selling Autarch, BRW Games, Goodman Games, Lamentations of the Flame Princess, or Troll Lord Games?
I was originally going to wait until they responded before writing this post. On December 6 I sent a message through their contact us form:
Please don’t get into the habit of censoring your games because of relatively innocuous political content. That’s a long hard road, as simple searches on your site for games about “sex”, “witches”, and “satan” will attest.
I received an immediate automated response,
Your request (#12652) has been received, and is being reviewed by our support staff.
We will be in contact with you soon.
Thank you for your business.
- Mayfair Games remembered—Saturday, October 18th, 2014
I was recently in Richmond, Virginia, and, wandering up Cary Street looking for record stores and bookstores, ran across a game store called One Eyed Jacques. They are mostly board games and card games, but apparently at one time they specialized in RPGs. I’m guessing this from the non-lit Mayfair Games neon light in their display window.1
I have a few Mayfair game books from back in the day, and picked up a few more during my eBay spree several years ago. I played in one of their Role-Aids adventures, about a Clockwork Mage, back in college. It was a wacky adventure involving magical clockwork androids and the missing wizard who created them.
They made their own games, too, however, and were especially known for their Chill horror role-playing game and for the DC Heroes superhero role-playing game licensed from DC. DC Heroes was a bit of mathematical genius, where all numbers were interchangeable and within any scale +1 meant twice as big, bad, or whatever. This allowed relatively similar numbers to model everyone from Superman to Robin.
But it also meant the numbers across measurements could be compared: a 7 strength could throw a 5 truck for a distance of 2. A 5 speed would take 2 units of time to go a distance of 3, and so forth. It was an impressive mechanic.